Flurry Rogue Endgame Build Guide
Welcome to the Flurry Rogue Endgame Guide! This build is an easy-to-play melee variant that's a great all rounder. You have good mobility and high area damage to blast through monster packs while decimating larger foes with an onslaught of sword and dagger strikes.
Flurry is your primary damage skill, and with this build you spam it endlessly through a combination of Energy restoration by using Innervation, Resource Cost Reduction, and Lucky Hit: Chance to Restore Primary Resource. Close Quarters Combat lets you scale deep into endgame by increasing your Damage to Close enemies additive stat.
Flurry initially has a fairly limited melee range, so in the earlier stages of this build, you use Improved Flurry to teleport directly to your target and unleash your damage while restoring a portion of your Health. Shadow Clone significantly increases your damage dealt and area of effect by mimicing all of your skills, and this build allows full uptime on this Ultimate. Once you find Alchemist Control, clearing rooms becomes much more efficient by increasing the size of Flurry by 100%.
Dash and Shadow Step let you zip around the map and make this build one of the fastest moving Rogue builds that excels in Speedfarming and can perform well in all activities depending on your needs.
Flurry Rogue gets you up close and personal with your enemies while being unfazed by their attacks due to your healing and overall tankiness. Continue reading to learn all there is to know about Flurry.
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Rogue Leveling Guides. To see how this Build compares against others, check out our various Build Tier Lists.
Witchcraft Powers
Season 7 is the Season of Witchcraft. It features two separate borrowed power mechanics in the forms of Witchcraft Powers and Occult Gems. Both Seasonal mechanics are unlocked and improved by new NPCs found at the Tree of Whispers after collecting resources from Headhunt Zones, Seasonal areas similar to Helltide that appear across Sanctuary.
There are 25 Witchcraft Powers, 6 of which can be equipped at a time. Each Power belongs to one of four Schools (Eldritch, Growth & Decay, Psyche, and Lost), tags that promote synergies within themselves and with Occult Gems. Each School has a single Unique Witchcraft Power, only one of which can be equipped at a time. These Unique Powers max out and gain an additional effect at rank 5, while the other Powers max at rank 21 and gain their bonus effects at various levels. To unlock and improve Witchcraft Powers, defeat Headrotten or complete Whispers within the Headhunt Zones to collect Restless Rot. Lost Powers are an exception, requiring you to randomly encounter a Forgotten Altar in Dungeons to unlock them.
Best-in-Slot Witchcraft Powers
- Purging Touch - Shadow Clone becomes an Eldritch effect thanks to Voice of the Stars. This Power starts off as a situational damage boost against Headrotten then becomes a multiplier against all enemies once leveled.
- Soul Harvest - This Power dramatically increases Core Stats based on monster density and is a reliably strong choice, especially after grouping mobs together.
- Grow - Buffs Shadow Clone damage and allows all it's attack to Critically Strike once ranked up.
- Aura of Siphoning - This enables Voice of the Stars. and counts as a source of Poison damage for Alchemical Advantage.
- Aura Specialization - The larger Aura radius is nice but the Critical Damage Multiplier that comes with levels is even better and applies to all your damage.
- Vengeful Spirit Servant - Primarily taken for the extra Damage Reduction it offers.
Alternate Witchcraft Powers
- The Cycle - A good source of healing and a source of Poison damage for Alchemical Advantage.
- Hex of Shattering - The Damage Reduction is great and it is a consistent way to apply a Hex when paired with The Cycle.
- Aura of Misfortune - Mitigates some incoming damage while boosting your Movement Speed. This enables Voice of the Stars.
- Breath of the Coven - This gives you a large amount of Cap 1 Attack Speed (see Attack Speed Mechanics for more details) when casting an Ultimate skill thanks to Voice of the Stars.
- Twilight Warding - A consistent source of Barrier when leveled up
Occult Gems
Rarely, Headrotten Bosses appear with a still-attached Fugitive Head stolen from the Tree of Whispers. Slay these enemies and return the Heads to Gelena to unlock and upgrade Occult Gems. These Gems are socketable in Jewelry and each provide +160 Armor and +8% Resistance to All Elements. More importantly, each Occult Gem grants a unique effect that synergizes with your equipped Witchcraft Powers to provide a variety of Offensive, Defensive, and Utility-based bonuses.
Best-in-Slot Occult Gems
- Toadling's Wish - Further boosts the potency of all Growth and Decay Witch Powers, most notably Grow.
- Friend of the Bog - Extra Core Stats improve skill damage, Critical Strike Chance, Armor, and Resistances, Maximum Life improves defense, and becoming Unhindered helps you move through groups of mobs. This is a great all rounder gem.
- Voice of the Stars - This Gem enables multiple powerful synergies from our Witchcraft Powers by granting Shadow Clone the Eldritch, Growth & Decay, and Psyche Witchcraft Effect tags. Note that this does not make Shadow Clone a Witchcraft Power.
Alternate Occult Gems
- Phantom String - Boosts Overpower damage for the Pit Push variant
- Pointed Finger - Another way to boost Shadow Clone damage.
- Witching Hour - Periodically gives Flurry the Eldritch tag, allowing it benefit from the Purging Touch damage boost.
- Moonlight Ward - Boots your defense as you improve The Cycle. Maximum Resistance is a rare stat that can significantly boost elemental defense.
- Dust Stone - Gives extra damage for each Aura and Hex
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Flurry is your Core skill. With Encircling Blades it hits in a circle around you and Enhanced Flurry keeps enemies Vulnerable. When playing the different variants shown below, you swap between Improved Flurry and Advanced Flurry based on their needs.
- Dash grants you high mobility on cast, is an easy way to avoid hits from Shadow Bosses in The Pit and high damage effects, and Methodical Dash keeps you topped up on charges. It can also be a reliable source of Knock Down for the second Malice bonus by using Disciplined Dash.
- Smoke Grenade helps you stay alive by inflicting Daze on enemies and adds a powerful damage modifier. Against Bosses it gives a significant source of Stagger. Countering Smoke Grenade reduces the cooldown by 5 seconds, allowing full uptime of the Enhanced Smoke Grenade damage boost in long fights.
- Shadow Step grants you high mobility and Unstoppable when needed.
- The Flurry Rogue uses Shadow Clone as its Ultimate skill. For 15 seconds you can effectively double your damage output. It mimics all of your skills except Imbuements and helps you take down any tough enemies you come across. As you progress, the cooldown becomes short enough for Shadow Clone to always be active.
- Caltrops adds a powerful damage buff with Enhanced Caltrops. This is also a way to activate Close Quarters Combat with Mired Sharpshooter's. Toss them out to start more difficult encounters to take down tanky Elites and Bosses.
Skill Rotation
- Cast Dash or Flurry with the Improved Flurry node to move quickly from enemy to enemy, or just run towards your targets. It is not recommended to initiate with Shadow Step as this is your main source of on demand Unstoppable. As you become more comfortable with the build, Shadow Step becomes another mobility option.
- Cast Caltrops with Mired Sharpshooter's to activate Close Quarters Combat while ramping damage with Enhanced Caltrops
- Cast Shadow Clone to activate Preparation and No Witnesses, while boosting all your damge. Slow down casts when at or above 5 stacks of Apogeic Furor.
- Hold down Flurry until everything is dead.
- (On Elites & Bosses) Throw Smoke Grenade for a 25% damage buff.
- (On Bosses) Start with Caltrops and keep them inside the area to maintain the Enhanced Caltrops debuff.
- (On Bosses) Keep an eye on the Stagger bar and ensure the No Witnesses buff and Smoke Grenade debuffs are active once Stagger begins.
Rogue Specialization
Preparation - Spend Energy to reset your Ultimate Skill, which in turn resets all your other skills.
This allows you to reset your cooldowns when you cast Shadow Clone while giving you some extra damage reduction. See the FAQ and Mechanics section on Better Energy Recovery if you can't maintain Preparation.
Learn more details and how to unlock this system in our full Rogue Specialization Guide.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Glyph Leveling Priorities
To Level 15
- Turf
- Closer
- Versatility
- Control
- Chip
- Fluidity (for Overpower variant)
- Canny (for Overpower variant)
To Level 46
- Turf
- Closer
- Versatility
- Control
- Chip
- Canny (for Overpower variant)
- Fluidity (for Overpower variant)
There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Flurry Rogue focuses on the following combos:
Best in Slot
- Cir + Kry - Vortex pulls in nearby enemies ensuring they do not leave your Flurry range.
- Poc + Vex - Consistently boosts all skill ranks as you fight, which further boosts Shadow Clone damage.
Alternative choices
As long as you haven't unlocked the final setup or found the top runes, you can also benefit from these options:
- Lith - A great way to generate Offering in extended fights
- Zec - Helps reduce Shadow Clone cooldown to get you closer to full uptime.
- Ohm - Grants moderate uptime of War Cry to increase damage
- Bac - Consistently generates Offering in Speedfarming.
- Wat - Decrepify helps with Stagger, defense, and executes enemies at 10% HP. When combined with Xol in your other Runeword it also generates large amounts of Offering
- Xal - For extra defense
- Gar - To reach 100% Critcal Strike Chance more reliably
- Mot - Generates Dark Shroud for extra defense
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) Mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Raheir
Raheir is primarily used to boost your Resistance to All Elements. He gives great offensive and defensive boosts through Ground Slam which helps enable the Malice secondary bonus, Bastion which grants Unstoppable and a significant amount of Damage Reduction, and Inspiration which grants a damage boost against any enemies within his effects.
Reinforcement: Varyana
Call Varyana as your reinforcement Mercenary to boost your Attack Speed through Bloodthirst when you cast any skill.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Flurry Rogue to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 20+ Ranks of Flurry
- 100% Chance for Flurry to Deal Double Damage
- 100% Chance for Shadow Clone to Deal Double Damage
- 80%+ Critical Strike Chance
- 50%+ Gear Attack Speed (Cap 1)*
- 40%+ Aspect Attack Speed (Cap 2)*
- 60%+ Shadow Clone cooldown
- 800%+ Damage to Close Enemies
- Armor Capped 1,000
- Resistance Capped 70%+
- 6,000+ Life
- 150%+ Movement Speed
- 80%+ Flurry Size
*Review Attack Speed Caps information in the FAQ/Mechanics section for an in-depth explanation of the two categories.
Item Progression Goals
Before you dive into the Endgame with the Flurry Rogue, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Flurry Rogue from a fresh level 60 into the very late endgame using the three variants: Starter, Ancestral, and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.
Gear & Skills
- Early in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a 250 Armor and 25% Resistance penalty and it's recommended to keep both capped (1000 Armor, 70%+ Resistances) at all times. As you unlock higher power gear, Masterworking levels, and more paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these affixes with offensive or utility stats.
- Umbrous is an important survivability tool for many Rogue builds. If you haven't found it, use either Mot, Enshrouding, or Dark Shroud on your bar for extra defense.
- Obtain the Lucky Hit: Chance to Restore Primary Resource affix on your melee weapons to spam Flurry.
- Stolen Vigor, Encircling Blades, and Breakneck Bandit's are your main Offensive Aspects. The Starter Flurry Rogue setup shows the most optimal arrangement of these Aspects when they are max rank as they have different max values. As you change and improve your equipment, ensure the highest percentage Aspect is on your Ranged weapon and the second highest percentage Aspect is on your Amulet.
- Grasp of Shadow can be utilized if your Legendary Gloves are not in a good spot. Prioritize masterworking the +Marksman and Cutthroat Skill affix and remove Retribution from the build.
- Different variants use different weapon setups based on their needs. Review the Pros and Cons of Daggers and Swords in the FAQ & Mechanics section for more details. You socket Flawless Diamond gems into the sockets to boost No Witnesses.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As you upgrade your gear to Ancestrals with more Masterworking levels and reach higher Paragon, you can focus more and more on replacing Armor & Resistance rolls with better stats, but ensure to stay capped at 1000 Armor and 70%+ Resistances for your current difficulty.
- Swap from Momentum to Close Quarters Combat as Close Damage tempers and glyph levels in Closer and Turf allow it to outscale Momentum.
- Cowl of the Nameless gives a large damage boost by improving two good passives, Trick Attacks and Unstable Elixirs. The unique effect also helps you maintain your Energy through Innervation.
- Grasp of Shadow can be utilized if your Legendary Gloves are not in a good spot. Prioritize masterworking the +Marksman and Cutthroat Skill affix and remove Retribution from the build.
- Barrier is capped at 100% of your Maximum Life so any points above 7 in Second Wind are wasted. Keep this in mind when Tempering and Masterworking as this may give you some extra skill points.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Shroud of False Death grants +1 to all passives, a significant boost for the Flurry Rogue as there are many that work well for this build.
- Heir of Perdition is a significant damage boost and has very useful affixes for this build. Keep in mind you may sometimes lose the Unique effect if your allies also have one equipped and kill enemies quicker than you do.
- Ring of Starless Skies is a great item for resource spending builds. While it reduces your Energy spend, Second Wind, Preparation, and No Witnesses should all still have great uptime with enough Attack Speed.
This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- Mired Sharpshooter's is swapped for Concussive Strikes to speed up stagger and give another multipler.
- Dash is changed to Heartseeker to activate Close Quarters Combat. Remember to cast it at least once every 8 seconds
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- Improved Flurry moves you from enemy to enemy at extreme speeds while dealing damage to anything in your path.
- Swap from Disciplined Dash to Methodical Dash as you should not need the Knock Down in easier content. This gets you where you need to be even faster.
This is a specialized Mythic variant of the Flurry Rogue centered around Inner Sight and Scoundrel's Leathers. This is primarily a Speedfarming setup that automates most timed buffs and allows a near one-button playstyle.
Gear & Skills
- Scoundrel's Leathers and Inner Sight are required for this variant to function.
- Traps activated by Scoundrel's Leathers are based off your skill tree nodes. All traps spawn centered on an enemy target. There is an internal cooldown that limits you to about 1 Trap spawn every 0.75 seconds.
- Inner Sight has an internal cooldown of 4 seconds before another target can be marked after it ends.
- Poison Trap periodically Knocks Down enemies to grant you the second bonus for Malice.
- Caltrops provides a damage boost from Enhanced Caltrops. Methodical Caltrops adds Chill to the skill, enabling Frigid Finesse. Caltrops must be on your skill bar to be spawned by Scoundrel's Leathers.
- Death Trap groups up nearby enemies.
- You should aim for a 10 second duration for Inner Sight at a minimum through Inner Sight Duration tempers and the affix on Scoundrel's Leathers.
Skill Rotation
- Activate Shadow Clone.
- Repeatedly cast Flurry to teleport from enemy to enemy and spawning all of your Traps.
- Use Dash and Shadow Step for increased mobility and to activate the Fluidity bonus.
- (On Elites & Bosses) Throw Smoke Grenade for a 25% damage buff.
- (On Bosses) Start with Caltrops and keep them inside the area to maintain the Enhanced Caltrops debuff.
Mythic Gear Swaps
- Heir of Perdition can be replaced with Cowl of the Nameless. Ranks to Trick Attacks and Unstable Elixirs are the most important affixes and prioritize the former for Masterwork Crits ↑.
- Ring of Starless Skies can be replaced with a Legendary Ring using Retribution, Attack Speed, Maximum Life, Dexterity, Damage per Dark Shroud Temper, and Shadow Clone Cooldown Reduction Temper if needed.
This variant of the Flurry Rogue focuses on making Flurry Overpower with every cast by using Banished Lord's Talisman. This setup has steep gear requirements outlined below.
Gear & Skills
- Banished Lord's Talisman, Beastfall Boots, and Harlequin Crest are required to meet thresholds outlined below.
- This setup requires 275 or more Max Energy. Since Momentum increases your Max Energy by 30%, this means you need 212 Max Energy out of combat. This ensures each time you cast Death Trap to activate Beastfall Boots then use Flurry, you have spent the required Energy for your next Flurry to Overpower thanks to Banished Lord's Talisman. This is achieved through Max Energy/Resource affixes on Harlequin Crest, Beastfall Boots, then either Elixir of Resourcefulness II or Tibault's Will. Galvanized Slasher's is also a great option for more Max Energy.
- The cooldown required for Death Trap depends on your Max Energy when Momentum is fully stacked. At less than 300 Max Energy, a cooldown of 15 seconds is required. However if you can get up to 300 Max Energy, the cooldown requirement changes to 20 seconds as you will now get 4 Preparation activations. This is achieved through a combination of additional ranks, Cooldown Reduction on Harlequin Crest, Ultimate Cooldown Reduction on Beastfall Boots and Death Trap Cooldown Reduction from Ring Tempers.
- The Beastfall Boots Unique Affix, Aftermath, and Lucky Hit: Chance to Restore Primary Resource all aid in restoring enough Energy to consistently Overpower with each cast of Flurry. All of this Energy restoration is increased by your Resource Generaton stat.
- Zan + Qax increases your damage every third rotation as you spam Death Trap.
- Poc + Xal buffs Overpower damage through increasing your Maximum Life.
Skill Rotation
- Cast Caltrops to start ramping the damage boost from Enhanced Caltrops.
- Activate Cold Imbuement for the damage boost from Mixed Cold Imbuement.
- Throw Smoke Grenade periodically for a damage boost.
- Cast Death Trap to activate Beastfall Boots damage buff while restoring Energy through Aftermath.
- Activate Concealment. This guarantees a Critical Strike on Flurry from Subverting Concealment.
- Cast Flurry to hit with a guaranteed Critical Strike and Overpower.
- Repeat steps 1-6 until enemies are dead. It is important not to cast Smoke Grenade or Caltrops immediately after Death Trap or Concealment. They consume the guaranteed Critical Strike from Subverting Concealment.
Witchcraft Powers
- Hex of Whispers - Grants Fortify to increase Overpower damage.
- Hex of Flames - Adds more damage to Dust Stone and required to have 3 Eldritch Witch Powers for Witching Hour
- Purging Touch - Flurry becomes an Eldritch effect thanks to Witching Hour. This Power starts off as a situational damage boost against Headrotten then becomes a multiplier against all enemies once leveled.
- Aura of Siphoning - Adds more damage to Dust Stone
- Aura Specialization - The larger Aura radius is nice but the Critical Damage Multiplier that comes with levels is even better and applies to all your damage.
- Doom Orb - Only used to have 3 Eldritch Witch Powers for Witching Hour
Occult Gems
- Witching Hour - Adds the Eldritch tag to Flurry and allows it to benefit from some Witchcraft Powers
- Dust Stone - Gives extra damage for each Aura and Hex
- Phantom String - You only deal Overpower damage and this is a great way to boost it.
Mythic Gear Swaps
- Shroud of False Death can be replaced with a Legendary Chest using Frostbitten, + Ranks to Dark Shroud or Subterfuge Skills, Maximum Life, and Armor or Resistance to All Elements as needed to meet your caps.
- Doombringer can be replaced with a Legendary Sword using Conceited, Dexterity, Maximum Life, Overpower Damage, Chance for Caltrops to Consume No Charges Temper, and Cutthroat Attack Speed Temper.
- Ring of Starless Skies can be replaced with a Legendary Ring using Conceited (or Galvanized Slasher's if you need more Max Energy), Attack Speed, Maximum Life, Dexterity, Cutthroat Attack Speed Temper, and Death Trap Cooldown Reduction if needed.
FAQ & Mechanics
Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.
More details on Rogue interactions can be found in the Rogue Class Compendium.
The Flurry Rogue works really well when you decimate everything in seconds, but may get overwhelmed if fights are long against high level monsters. There are several adjustments you can make when you have trouble with more difficult content:
- Check if your Armor & Resists are capped.
- Use defensive consumables.
- Roll Maximum Life instead of offensive stats on as many pieces as possible.
- Kite enemies when they become Unstoppable.
Stolen Vigor grants you Unstoppable for 3 seconds every 6 seconds. Rogues don't have many sources of Unstoppable but a good way to break out of Crowd Control on demand is with Shadow Step.
In the early game you may occasionally be starved on resources before you get enough Attack Speed and Lucky Hit Chance. Investing more into Resource Cost Reduction (especially on ranged weapon) helps with this. Alternatively, you can put points into the Aftermath, use Resource Aspects like Umbral or Galvanized Slasher's, and roll more Energy per Second on your gear.
Generally Hardcore and Softcore share the same builds. Outside of being more prudent in your gameplay, you can also tweak the setup slightly to raise your survivability:
- Focus more on armor & resists, making sure that they are always capped especially as you transition into higher Torment difficulties.
- Prioritize more on maximum life rolls, for example replacing DPS stats like Dexterity, Attack Speed, Critical Strike Chance. and additive increased damage rolls. Also Masterwork Maximum Life more than normal if no other crucial stats have priority.
- Spec into Defensive skills, Passives and Paragon nodes first as you level up.
- Play on a slightly lower difficulty than you normally would and don't push into difficult territory. As long as you can deal with all enemies swiftly, they can't retaliate.
- Include a source of Unstoppable if possible to get out of Crowd Control effects.
- Use defensive elixirs and incenses instead of offensive ones, such as Soothing Spices, Song of the Mountain, and Elixir of Fortitude II.
Even without Dark Shroud on your skill bar, there are two ways to gain shrouds: Enshrouding Aspect and Umbrous Aspect. The latter is used in this build to profit from the enormous Damage Reduction. For it to work, you don't even have to invest any points into Dark Shroud on the skill tree, but you can if you want to profit from a higher Damage Reduction value or its enhancement and upgrade options.
Flurry currently has a bug with its Attack Speed causing you to attack significantly faster than expected in certain situations. This makes it extremely difficult to maintain Imbuement charges without a steep investment outside of the Overpower variant.
Mechanics
- Dark Shroud stacks Damage Reduction additively for each active shadow. Due to the additive stacking, each increase in the skill's rank and active shadows boosts your survivability exponentially.
- Shadows have a 1.5 seconds cooldown between losing stacks, but the Damage Reduction still applies depending on how many are active at all times.
- At maximum stacks, your effective hit points (EHP) scale as follows in these examples:
- Rank 1: 66.6% more EHP
- Rank 5: 92.3% more EHP
- Rank 10: 138.1% more EHP
- Rank 15: 215% more EHP
- Rank 20: 354.5% more EHP
- While all the exact mechanics are much more nuanced, there are two separate Attack Speed Bonus caps of +100% that apply to all builds for a total potential of +200%. For Rogues, these two caps are distributed in the following way:
Cap 1
- Gear rolls
- Paragon nodes
- Elixirs
- Flurry combo points buff
- Close Quarters Combat (Cutthroat portion)
- Moonrise
- Artillery Shrine
Cap 2
- Close Quarters Combat (Marksman portion)
- Enhanced Heartseeker
- Alchemical Advantage
- Haste
- Accelerating
- High Velocity
- Asheara's Khanjar
Read up more on Attack Speed in our dedicated guide by Ava.
Bosses are immune to Crowd Control (CC) effects and instead take Stagger Damage when hit by one. The amount of Stagger damage dealt depends on the type of CC and is proportional to its duration. After being hit by a CC effect, the Boss temporarily takes less Stagger Damage from a CC of the same type.
Effectively, this means that when you're just spamming one type of CC you don't need to spam any more of it than what you need to keep a normal enemy permanently CC-d. To Stagger the Boss quickly you need to use as many different types of CC as possible. After the Boss is staggered it gains a certain amount of stacking Stagger Damage Reduction for the rest of the fight:
- After 1st Stagger: 20%
- After 2nd Stagger: 40%
- After 3rd Stagger: 60%
- After 4th Stagger: 90%
Bosses naturally regain 1% of their Stagger HP every second and when that regeneration is combined with 90% Stagger Damage Reduction it becomes borderline impossible to Stagger the Boss again unless you bring a serious amount of Crowd Control.
Weapon Mastery: Daggers does not increase Shadow Clone damage. Swords work.
- Weapon Mastery works for any direct damage instance that explicitly uses your weapon.
- Weapon Mastery does not work for indirect damage, such as Poison Imbuement, Victimize, and Andariel's Visage.
- Unlike Malice, Weapon Mastery does not show on the Character Stat Sheet which means it has no impact on either Victimize or Precision.
- Weapon Mastery counts as passives if you use melee weapons, meaning that two daggers would be 1.07 x 1.07 = 1.1449.
If Weapon Mastery: Daggers is active for 55% of the target's HP (first 20% and last 35%), that is not the same as being active for 55% of your attacks, which is what a weighted stat approach is doing. The 55% of HP benefiting from Weapon Mastery: Daggers is depleted faster than the other 45%, so you want a formula that factors the multiplier in terms of fight duration:
1 / ( ( HP% Uptime / Multiplier ) + ( 1 - HP% Uptime ) )
In the case of Weapon Mastery: Daggers we would have:
1 / ( ( 0.55 / 1.21 ) + ( 1 - 0.55 ) ) =
1 / ( 0.454545 + 0.45 ) =
1 / 0.904545 =
1.105528 or +10.5528% (about +10.6%)
This is essentially a "time-to-kill" (TTK) formula instead of a weighted average. If you imagine 100 attacks of equal value, the second to last row above implies that with 21% Weapon Mastery: Daggers active for 55% of the HP, you now kill the target in ~90.45 attacks, so the reciprocal of (new TTK / old TTK) becomes the damage gain.
With +3 Weapon Mastery: Daggers ranks from gear for a total 1.42x multiplier, you would have:
1 / ( ( 0.55 / 1.42 ) + ( 1 - 0.55 ) ) = 1.19428 or about +19.42%
Using this formula, it is quite complicated to optimize for what weapon type to use. Using 10 ranks of Weapon Mastery as an example, we could calculate the damage gain of using different weapon combinations the following way:
- Double Sword = 1/((0.55/((1+0.03*10)*(1+0.03*10)))+((1-0.55)/((1+0.03*10)*(1+0.03*10))))-1 = 69% increased damage
- Double Dagger = 1/((0.55/((1+0.07*10)*(1+0.07*10)))+((1-0.55)))-1 = 56.17% increased damage
- Sword + Dagger = 1/((0.55/((1+0.07*10)*(1+0.03*10)))+((1-0.55)/((1+0.03*10))))-1 = 68.06% increased damage
In this scenario, using Double Sword assuming you do not "burst" away the non-injured and healthy parts of the fight means Double Sword actually gives you the most damage at rank 10 Weapon Mastery. However, if we burst a bit of the HP away so that Weapon Mastery: Daggers is active for 70% of the fight instead of 55% of the fight, we get the following damage gain:
- Double Sword = 1/((0.70/((1+0.03*10)*(1+0.03*10)))+((1-0.70)/((1+0.03*10)*(1+0.03*10))))-1 = 69% increased damage
- Double Dagger = 1/((0.70/((1+0.07*10)*(1+0.07*10)))+((1-0.70)))-1 = 84.43% increased damage
- Sword + Dagger = 1/((0.70/((1+0.07*10)*(1+0.03*10)))+((1-0.70)/((1+0.03*10))))-1 = 82.64% increased damage
In this context, Double Dagger becomes the best choice. It is important to know that this passive entirely depends on what content you play, but you can play it safe and use daggers in all content except for the highest levels of the pit.
Video Guide
Coming soon.
Summary
The Flurry Rogue is a fun to play, fast-paced melee build that is easy to get going in endgame. It boasts tremendous area damage and excels in Speedfarming and Endgame scenarios.
- Your defense is tied to your offense due to Damage per Dark Shroud tempers. Attack with Flurry as often as possible to maintain Dark Shroud stacks through Umbrous.
- When fighting bosses, overlap your Caltrops to maintain the damage boost as previous ones run out.
- Maintain your Energy with Aftermath, Resource Cost Reduction, Lucky Hit: Chance to Restore Resource, and Innervation. Use Elixir of Resourcefulness II if needed.
- Cast Shadow Clone whenever possible to maintain Preparation and No Witnesses bonuses.
- Swap between Improved Flurry and Advanced Flurry depending on what activities you are doing.
- When using the Overpower variant, ensure you have met all required breakpoints and are performing the skill rotation correctly.
Credits
Written by DeezyTheMonster
Reviewed by M1PY